Beast: The Hunter and the Hunted By Josh Nuttall (sctasca@altavista.net) Description Beast is a generic term for several distinct monstrosities. There are only one hundred known and it is believed they are the attempts of spirits to reside permanently in the physical world. The first beast was known as Pitt; he was also long ago known as the Storm Eater (see Werewolf: Wild West). He learned a practice from observing the fae and their process of placing their souls inside a mortal body. After years of practice, he finally found a host for his seed. He found himself dormant until the boy hit puberty, when he snapped from learning that he regenerated at an incredible speed and almost doubled body mass when angry. Pitt was a mild case. It has been said that no two beasts will ever look the same as in theory, no two spirits are identical. Mark of the Beast: Powers of the Beasts All beasts have found themselves to possess remarkable abilities as a result in the spirits lying dormant in their flesh. Powers are determined largely by personality. Some fears might make you weaker to certain things or the same fear might make you become part of one (e.g., an arachnophobe might end up being drastically allergic, causing all spider bites to do three health levels aggravated damage or he might end up as a spider/human hybrid). Fascination usually leads to having the subject become a part of you (e.g., I like fish; they look cool and it's a catch phrase of mine. I might become a giant fish with human arms and legs or I might just find myself able to breathe under water). Storytellers should decide one of two methods: 1. Have the player make up the character and then he/she may decide appropriate powers and weaknesses to balance out the character and still be based on merits and flaws. 2. Have the player make up the character then the Storyteller gets to make up powers and weaknesses. Only trusted role-players should use option 1. Sample powers include, but are not limited to: o 6 inch claws on all fingers or spikes protruding from the hands and forearms. o Immunity to fire, water, disease, knock out gas, etc. o Increased attributes. o Cause the Delirium in humans. o Becoming twice as tall as usual with about four times the body mass (add a couple extra health levels). o Infrared vision. o Mechanical limbs. o Any appropriate gifts, spheres, disciplines etc.... o Aggravated damage (as in claws and teeth). o Allergic to any substance (it causes aggravated damage). o The ability to sense the supernatural (Perception roll). o The ability to sense other beasts (no Perception roll). o Absorb characteristics of matter through the skin (this gets complicated as your character will almost never look, feel, or have the same powers and weaknesses). The digestive process breaks down absorbed matter within five to six hours. It takes about two minutes to completely absorb one pound of any substance except you can't absorb flesh. If you take this you shouldn't take any others. Sign of the Beast: Powers all Beasts Have All beasts regenerate one health level per turn unless that health level happens to be aggravated damage. All beasts will have a natural tendency to feel uncomfortable when exposed to vampires (basically +2 on all difficulties can be used to track them). This stems from the fact that most beasts that have died so far were killed by vampires. Pitt has learned how to stem abilities to all his "children." All beasts are kleptomaniacs when it comes to silver. The ones that weren't killed by vampires met their maker to werewolf rages. All beasts have Rage pools equal to the number of points they took in flaws minus three. All beasts can maintain a human and battle form. Difficulty to change is 6 on a Primal Urge + Stamina roll. All beasts begin with a humanity as ruled in Vampire. All beasts begin with five Willpower. All beasts can step sideways at will with no necessary roll. All beasts also have blood pools of five to begin play. Any clever gamer would have noticed that beasts picked up an ability to help defend against their natural predators but they also picked up a trait of their predators. This is due to the fact that werewolves and vampires are strong, they survive easily. Thus the beasts have sped up the evolutionary process to where they can almost pick and chose their current gifts and abilities. This is why no two will ever be likely to be alike as these necessities are a matter of perspective and no two people will ever look at the world the same. Character Creation Chose your nature and demeanor as usual then pick attributes 7/5/3 then abilities 13/9/5 then backgrounds. Available Backgrounds include Allies, Contacts, Mentor and Resources. After Backgrounds, decide on Merits and Flaws, then spend 15 freebie points. Finally, decide your powers based on your Merits, Flaws, Concept and abilities. After that give yourself a classy name like Pitt or Nightshade or Monster Magnet or Kilgore and you'll find something that has a shred of dignity.